public static Spectrum SpecularReflect(RayDifferential ray, BSDF bsdf, Intersection isect, IRenderer renderer, Scene scene, Sample sample) { Vector wo = -ray.Direction, wi = new Vector (); double pdf = 0.0; Point p = bsdf.dgShading.p; Normal n = bsdf.dgShading.n; Spectrum f = bsdf.SampleF (wo, ref wi, new BSDFSample (), ref pdf, BxDFType.BSDF_REFLECTION | BxDFType.BSDF_SPECULAR); Spectrum L = new Spectrum (); if (pdf > 0.0 && !f.IsBlack && Util.AbsDot (wi, n) != 0.0) { RayDifferential rd = new RayDifferential (p, wi, ray, isect.RayEpsilon); if (ray.HasDifferentials) { rd.HasDifferentials = true; rd.RxOrigin = p + isect.dg.dpdx; rd.RyOrigin = p + isect.dg.dpdy; Normal dndx = bsdf.dgShading.dndu * bsdf.dgShading.dudx + bsdf.dgShading.dndv * bsdf.dgShading.dvdx; Normal dndy = bsdf.dgShading.dndu * bsdf.dgShading.dudy + bsdf.dgShading.dndv * bsdf.dgShading.dvdy; Vector dwodx = -ray.RxDirection - wo, dwody = -ray.Direction - wo; double dDNdx = (dwodx ^ n) + (wo ^ dndx); double dDNdy = (dwody ^ n) + (wo ^ dndy); rd.RxDirection = wi - dwodx + 2 * new Vector ((wo ^ n) * dndx + dDNdx * n); rd.RyDirection = wi - dwody + 2 * new Vector ((wo ^ n) * dndy + dDNdy * n); } Spectrum Li = renderer.Li (scene, rd, sample); L = f * Li * Util.AbsDot (wi, n) / pdf; } return L; }
public SamplerRendererTask(Scene scene, IRenderer renderer, ICamera camera, ProgressReporter reporter, ISampler sampler, Sample sample, int tn, int tc) { Scene = scene; Camera = camera; Renderer = renderer; MainSampler = sampler; OrigSample = sample; TaskNumber = tn; TaskCount = tc; Reporter = reporter; }
public static Spectrum SpecularTransmit(RayDifferential ray, BSDF bsdf, Intersection isect, IRenderer renderer, Scene scene, Sample sample) { Vector wo = -ray.Direction, wi = new Vector (); double pdf = 0.0; Point p = bsdf.dgShading.p; Normal n = bsdf.dgShading.n; Spectrum f = bsdf.SampleF (wo, ref wi, new BSDFSample (), ref pdf, BxDFType.BSDF_TRANSMISSION | BxDFType.BSDF_SPECULAR); Spectrum L = new Spectrum (); if (pdf > 0.0 && !f.IsBlack && Util.AbsDot (wi, n) != 0.0) { RayDifferential rd = new RayDifferential (p, wi, ray, isect.RayEpsilon); if (ray.HasDifferentials) { rd.HasDifferentials = true; rd.RxOrigin = p + isect.dg.dpdx; rd.RyOrigin = p + isect.dg.dpdy; double eta = bsdf.Eta; Vector w = -wo; if ((wo ^ n) < 0.0) eta = 1.0 / eta; Normal dndx = bsdf.dgShading.dndu * bsdf.dgShading.dudx + bsdf.dgShading.dndv * bsdf.dgShading.dvdx; Normal dndy = bsdf.dgShading.dndu * bsdf.dgShading.dudy + bsdf.dgShading.dndv * bsdf.dgShading.dvdy; Vector dwodx = -ray.RxDirection - wo, dwody = -ray.RyDirection - wo; double dDNdx = (dwodx ^ n) + (wo ^ dndx); double dDNdy = (dwody ^ n) + (wo ^ dndy); double mu = eta * (w ^ n) - (wi ^ n); double dmudx = (eta - (eta * eta * (w ^ n)) / (wi ^ n)) * dDNdx; double dmudy = (eta - (eta * eta * (w ^ n)) / (wi ^ n)) * dDNdy; rd.RxDirection = wi + eta * dwodx - new Vector (mu * dndx + dmudx * n); rd.RyDirection = wi + eta * dwody - new Vector (mu * dndy + dmudy * n); } Spectrum Li = renderer.Li (scene, rd, sample); L = f * Li * Util.AbsDot (wi, n) / pdf; } return L; }
public override Spectrum Transmittance(Scene scene, IRenderer renderer, RayDifferential ray, Sample sample) { if (scene.VolumeRegion == null) return new Spectrum (1.0); double step, offset; if (sample != null) { step = StepSize; offset = sample.samples[sample.oneD + TauSampleOffset][0]; } else { step = 4.0 * StepSize; offset = Util.Random.NextDouble (); } /*Spectrum tau = scene.VolumeRegion.Tau (ray, step, offset); return (-tau).Exp;*/ return null; }
public abstract Spectrum Li(Scene scene, IRenderer renderer, RayDifferential ray, Intersection isect, Sample sample);
public Spectrum Transmittance(Scene scene, IRenderer renderer, Sample sample) { return renderer.Transmittance (scene, new RayDifferential (Ray), sample); }
public override Spectrum Li(Scene scene, IRenderer renderer, RayDifferential ray, Sample sample, ref Spectrum transmittance) { transmittance = new Spectrum (1.0); return new Spectrum (); }
public abstract Spectrum Transmittance(Scene scene, IRenderer renderer, RayDifferential ray, Sample sample);